Medium Fiend (Devil), Lawful Evil
Armor Class 21 (Natural Armor)
Hit Points 525 (40d8 + 245)
Speed 40 ft.
STR
24 (+7)
DEX
28 (+9)
CON
25 (+7)
INT
28 (+9)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws DEX +17, WIS +16, CHA +18
Skills Acrobatics +17, Deception +19, Intimidation +18, Perception +16, Stealth +16
Damage Resistances Acid, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 150 ft., Passive Perception 26
Languages Celestial, Common, Draconic, Infernal, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Banishment. When Fierna's hit points drop to 0, her body is destroyed but her essence travels back to her palace in Phlegethos, and is unable to take physical form for a time.

Devil’s Sight. Magical darkness doesn’t impede Fierna's darkvision.

Innate Spellcasting. Fierna’s innate spellcasting ability is Charisma (spell save DC 26, +15 to hit). She can innately cast the following spells, requiring no material components:

At will: burning hands, fireball, fire shield, geas, locate creature, locate object, scrying, wall of fire

3/day each: counterspell, dominate person, fire storm, fly, project image, teleport

1/day each: meteor swarm, prismatic wall

Legendary Resistance (3/Day). If Fierna fails a saving throw, she can choose to succeed instead.

Magic Resistance. Fierna has advantage on saving throws against spells and other magical effects.

Regeneration. Fierna regains 30 hit points at the start of her turn.

Unwavering Charm. Fierna may use a bonus action, instead of a standard action, to exert precise control of a creature when a spell of effect allows a creature she has charmed to be controlled. And she does not need to use concentration on spells or effects that cause the charmed condition.

Actions

Multiattack. Fierna may make three flame blade attacks.

Flame Blade. Melee Spell Attack: +14 to hit, reach 10ft, one target. Hit: 30 (3d8 + 17) fire damage.

Flame Bolt. Fierna creates 4 bolts of fire and cast them at her enemies. Ranged Spell Attack: +14 to hit, range 180ft, up to four targets in range. Hit: 21 (1d8 + 17) fire damage per bolt

Kiss. Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature (no attack roll), or a creature that is grappled by Fierna, incapacitated, or restrained. Hit: 28 (8d6) necrotic damage and the creature must make a DC 23 Wisodm saving throw or be dominated as in the spell dominate monster. A creture that is charmed by Fierna has disadvantage on the saving throw. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Fierna regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Lust (recharge 5-6). Fierna compels any creature within 120 feet of her that can see to look at her. The creatures must make a DC 23 Wisdom saving throw or be charmed by her. Charmed creatures can only move slowly, half speed, towards Fierna. They cannot take actions or bonus actions, but can make reactions. A charmed creature my attempt another saving throw at the end of each of its turns or if it takes damage from a creature other than Fierna, ending the effect on a success A charmed creature is a willing target of Fierna’s kiss.

Summon Devil (1/day). Fierna magically summons one of the following types of devils (100% chance of success): 1d6+3 barbed devils; or (75% chance of success) one of her Dukes.

 

Reactions

Fire Shield. Fierna can used her reaction to cast fire shield.

Return Blow. Fierna can use her reaction to make a flame blade attack against a creature that has missed her with a melee attack.

Legendary Actions

Fierna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If Fierna has unspent legendary actions at the end of the round, her may spend and immediately use her remaining legendary actions. Fierna regains spent legendary actions at the start of her turn.

Attack. Fierna makes a flame blade attack.

Move. Fierna can move up to half her speed.

Innate Spellcasting (1/round). Fierna casts a spell.

Teleport (Cost 2 Actions). Fierna magically teleports along with anything she is carrying up to 120 feet to an unoccupied space she can see.

Flame Bolt (Costs 3 Actions). Fierna makes a flame bolt attack.

Consort of Phlegethos (Costs 3 Actions, 1/day). Fierna magically summons forth her father, Lord Belial Phlegethos, to an unoccupied space she can see.

 

Description

In name, Archduke Fierna ruled Phlegethos, commanding the fiery layer from her palace of rock and magma. In truth, her father, Lord Belial of Phlegethos, was the true power behind the throne. 

 

Lair and Lair Actions

Lady of Phlegethos. Like all of the Nine, Fierna’s title has power and his might is greater while she is in her domain. While on Phlegethos Fierna is considered CR 29 (135,000XP) and he gains the following attributes:

  • Fierna can use legendary resistance 4/day.

  • Fierna can use 4 legendary actions.

  • Fierna has advantage on all attack rolls.

  • Fierna rolls a critical hit on a natural 19-20.

  • Fierna regains 60 hit points at the start of his turn.

  • Fierna can use domain actions.

  • Fierna can use summon devils 3/day

  • Fierna’s attacks that cause fire damage ignore resistance to fire and immunity to fire is treated like resistance instead.

While anywhere within the plane of Phlegethos, Fierna can take a domain action as long as she is not incapacitated.

On initiative count 20 (losing initiative ties), Fierna can draw on the infernal power of Phlegethos to take a domain action to cause one of the following effects:

  • Fierna teleports (3/day) to any location within Phlegethos
  • Fierna creates a magical haze that fills an area 40 feet in radius within 180 feet of her.. The haze spreads around corners, and is lightly obscured (except for Fierna and any allies she wishes), and it lasts for 10 minutes, or until Fierna dismisses it as a bonus action. Any creature of Fierna’s choice that starts its turn in the fog must make a DC 25 Constitution saving throw or be stunned for 1 minute.
  • Fierna creates a 20 foot radius pool of magma that appears from a point within 120 feet of her that she can see. A creature that starts it turn in the pit takes 36 (8d8) fire damage. The pit is difficult terrain and any creature wishing to move through or out of it must first succeed on a DC 20 Strength check.
  • Fierna creates,1/day, four 10 foot diameter by 100 foot high pillars of magma that erupt from the ground in areas she can see within 120 feet of her. A creature in the area of a pillar when it erupts, or passes through a pillar, or starts it turn in a pillar must make a DC 25 Dexterity saving throw, taking 20d6 fire damage and 20d6 bludgeoning damage on a failure, or half as much damage on a success. The pillars last for 1 minute or until Fierna dismisses them as a bonus action.
Vyzaelyr

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